The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Gamification Tools to Facilitate Student Learning Engagement in Higher Education: A Burden or Blessing?
Abstract
Gamification is a novel technology that can potentially motivate student learning. This chapter reflects on the implementation of a gamified application to support students' learning in terms of learning important facts concerning their study program. The scope of the chapter refers to two design features in which tests were conducted on the different configurations in a field experiment among UK university students. The initial feature identified was feedback, where it was anticipated that engagement would increase, with tailored feedback having a greater impact than generic feedback. The next feature identified was circumventing users from binge gaming through session limits, as this may potentially prevent deep learning. The findings suggest that tailored feedback was less effective than generic feedback, contradicting the initial anticipation. Session limits were found to not circumvent binging without a reduction in sessions. The findings suggest that gaming properties of gamified applications could impact sustaining and encouraging play.
Related Content
Sarah H. Jarvie, Cara L. Metz.
© 2024.
15 pages.
|
Carrie Grimes, Whitney Walters-Sachs.
© 2024.
39 pages.
|
Crystal Ann Brashear.
© 2024.
19 pages.
|
Rosina E. Mete, Alyssa Weiss.
© 2024.
16 pages.
|
Kim Cowan, William G. Davis, Stephanie Stubbs.
© 2024.
21 pages.
|
Selin Philip, Shalini Mathew.
© 2024.
17 pages.
|
Ariel Harrison.
© 2024.
21 pages.
|
|
|